A massive two-handed greatsword forged out of an unknown metal adorned with runes of a long forgotten language. When held by a raging Barbarian the runes glow red hot and let off smoke as if they are gates to hell itself. While Raging spectral horns grow from their head and smoke rises off their body as the smell of brimstone fills the air around them.
Any creature not attuned to Wrath that hold it much succeed on a DC 20 Wisdom save or be shaken to the core by the horror contained within the sword, causing them to try and get as far away from Wrath as possible. If the save is passed, the creature is immune to Wrath's Horror for 6 hours, on the sixth hour the save must me made again.
Wrath has 20 charges, it regains charges equal to the challenge rating of creature killed by it, rounded up. If this would overcharge Wrath, it deals that difference in D6s on the next attack. Wrath also regains charges equal to the damage dealt to the wielder divided by 5.
Gates of Wrath
- Gate of Rage: When you activate your Rage you can spend 5 charges to make it Wrathful, doubling the duration and the bonus damage from Raging.
- Gate of Strength: While in a Wrathful Rage you can spend 3 charges to double your strength modifier for 1 round, including hit bonus, damage bonus, and ability checks.
- Gate of Slaughter: While in a Wrathful Rage you may spend 5 charges to make any successful hit turn into a critical hit and you may roll double the weapons damage dice.
- Wrath of the Demon: If you ever fall below a quarter of your total heath, while in a Wrathful Rage, you may spend 10 charges to summon the spirit trapped in Wrath. In a space within 10ft of Wrath a spectral Oni appears, at your current character level, and treats you and any allies you have as friends, it will only take orders from the wielder of Wrath. You may command the Oni as a free action, or let it act on it's own, the Oni uses your initiative and my never be more than 60ft from Wrath.
Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
Notes: Damage: Psychic, Barbarian , Utility, Combat, Heavy, Two-Handed, Graze